precision mediump float;
uniform sampler2D u_texture;
varying vec2 v_uv;

void main(void)
{
	vec2 samples0,samples1,samples2,samples3,samples4;
	vec4 rez;
	float pixelSize = 0.005;		
	samples0 = v_uv + pixelSize * vec2( 0.0, 0.0);
	samples1 = v_uv + pixelSize * vec2( 0.0, -1.0);
	samples2 = v_uv + pixelSize * vec2( 0.0, -2.0);
	samples3 = v_uv + pixelSize * vec2( 0.0, 1.0);
	samples4 = v_uv + pixelSize * vec2( 0.0, 2.0);
	rez = 
	0.061*(texture2D(u_texture, samples1) + 
	texture2D(u_texture,samples4)) + 
	0.242*(texture2D(u_texture, samples2) + 
	texture2D(u_texture, samples3)) + 
	0.383*texture2D(u_texture, samples0);
	
	gl_FragColor = rez;
}